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Discussion and suggestions for classes and abilities in ME3


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#201
Kronner

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Bozorgmehr wrote...

If you consider Timmy Ziggy's Soldier to be like Adept or Engineer, or a caster then my answer is yes. I don't like having one skill doing multiple things, I rather have multiple skills doing one thing (and have the whole lot on fast cooldowns). I like having options in battle and while leveling up, instead of spamming one power that takes care of everything.


What Soldier?

Anyway, why is it spamming? Seriously. You "spam" powers with any class. "Spamming" 1, 2 or 3 powers is the same. Why should I spam 3 powers, when I don't like 2 of them? Riddle me that. Do you honestly believe it makes the game any more complex? Really?

Example: I can take Reave as a bonus power, and get through the game using just that single power. Easily.
So let's add it to Vanguard. I have Charge and Reave. I hate Reave. I don't use Reave. Why should I be forced to "spam" 2 powers instead of 1? Not cool.
I'd rather have Vanguard with Charge, Slam, Dominate, Throw, Inferno Ammo, Cryo Ammo and Pull (yeah, it would require more skill points). It would give me more options. I COULD still use Charge all the time, BUT at the same time, I could decide to take it a bit slower and just watch your old buddy Joe fry some Collector Ass or I could Slam the frack out of Husks..something like that. For me, fun is the most important thing. I do NOT want to be FORCED to play in a certain way.

I had already said I completly disagree with your view on this (in a different thread). I'd rather have more powers to choose from - THAT would make me use more than 1 or 2 powers. I'd like more options for BUILDING my Shepard; smarter, more varied enemies; and improved AI (squad and enemy). I do NOT want to be forced to use "multiple powers that do the same thing". I hate that idea. I really do.

And just for the record, Charge in ME2 is not OP. If you really think it is, then you surely think all other signature powers (maybe not Singularity - borderline OP maybe?, and Assault Armor made the Hall of Overpowered lol?) are too. In that case, OP means nothing.

How would you 'fix' it then? What makes TA OP exactly? The explosion? Squad cd reset? Extra shield boost (AA)? The 6 second cooldown? What goodies do you like to see added? And how can they be used when you reduce TA's potential?


It's obviously the cooldown. Base cooldown is 12 seconds (good), but after all the upgrades (-50% CD), it actually is less than 6 (yes, really. How is that possible? No idea..), so it ends up with Charge-like cooldown, but at the same time it provides much better defense AND CC. So why not simply make it so that the -20% tech cooldowns upgrade does not affect Tech Armor (just like biotic CD upgrade does not affect Charge). Then the cooldown would be 0,8*12=9,6s, which is a significant difference. It would not be possible to "spam" Tech Armor against everything, but you could still be a tank, if you wanted to.

Squad CD reset was not supposed to be present in the final game, devs simply overlooked/forgot about it. And it has not been noticed by the players until recently.

So why should I use some sucky version of Tech Armor, with ONLY explosion or ONLY shield boost?
Why should I use Cryo Blast or Throw when I do not want to? Maybe I want to be a tank. Why not? Assault Armor (NOT Tech Armor) is too powerful - caused by flunky cooldown (which is shorter than it should have been) and squad cooldown reset, which is not supposed to be in the game at all. But if it was tweaked a bit, it would work very well. It's that simple.

Modifié par Kronner, 19 avril 2011 - 06:26 .


#202
TevinterMagister

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Bozorgmehr wrote...

I liked Sparroww's proposal to strip TA into a shield boosting ability, the shield's shockwave explosion and a squadpower reset button. Reduce cooldown a bit so all 3 powers can be used frequently and we're only two down to get to ME2 5 powers per class - grenades might be a cool option. Nice shotguns are available to all classes in ME3 so that isn't a problem. And the squadpower reset will still allow Sentinels to cast powers frequently although not their own. Looks pretty good to me :)


Possibilites like this is what I'm most excited about. What's the next evolution for Explosive Drone for example, maybe an ability to rig explosives on the map to prevent flanking, stuff like that. How do you take Heavy throw to the next level, and think about all the other skills with their current dual evolution taken a step further. I agree on the ammo powers, how do you make them good when compared to the possibilites that exist with tech and biotics.

#203
RGFrog

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I'd like to see each class have a base set of abilities. Then have those abilities evolve.

For instance adepts that choose shockwave and have equiped grenades of some type can combine the two in an evolution to a shockwave plus carpet bomb effect.

Vanguards have charge as the base. It does nothing but get you from one point to the other, no stagger, no sheild boost. Those two can be in the final evolution, but if not, you're free to include an inferno blast, a throw field, etc.

TA on the Sentinel can be the same way, the base power is merely a shield buff. You can choose to evolve it into it's current incarnation or mix it with other powers (adept or tech) to create something new.

#204
Relix28

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Sparroww wrote...
The Game Informer article on ME3 seemed to indicate that casters would get 2 weapon slots and can select whichever weapon class they want;

A couple of things, heavy weapons haven't been confirmed yet so whether they take up one of those 2 slots if they did return or not is at this point speculation. Also the fact that SMG's and pistols are also returning it sort of does bring up the point of whether they're redundant or not if better weaponry is available, which means those sub-class of weapons may be rarely used by a player.

So out of my 2 weapon slots if I'm forced to bring either a HW or a pistol then it eliminates the notion of choice. Personally don't think this is the case though as we can pick up fallen weapons during combat so this might mean we can swap weapons around on the fly instead of between missions. :)


The fact that we will be able to swap weapons on the spot could still mean that casters will only be able to swap their AR for a shotty or a sniper, and thier pistol for an SMG or a different kind of pistol. It also means that there probably won't be any more of those weapon select containers, wich seemed kinda random and out of place at times. 
This thoery of mine mainly revolves around the "weapons-to-powers" balance in regard to ME1 and ME2. I don't think Bioware would change that to a point where a Vanguard could carry the same amount of fire power as a Soldier. Well maybe they will, maybe they won't, who knows? But it's more likely they won't.
As for the heavy weapons, I hope to god that they make them completely optional in case they return. Watching that huge piece of equipement on your back and rarely use it with wichever class you are playing is somewhat unnecessary imo.

Ahglock wrote...
Pistols maybe.  But SMGs are fairly awesome.  They might need some beefing up, but not much.  Shotguns or SMG is more a style choice than a power balance choice.  If you like to close into point blank range go with the shot gun, if you want to keep some distance the SMG will be the superior shield stripper.  Pistols, need a boost to match up with the other armor stripper, sniper rifles.  So, instead of requiring everyone take a pistol or whatever why not, balance the guns a bit better so the pistol is not a bad choice.  

SMG's always semed like support weapons or an alternative quick-draw weapons that you carry on your hip. I think that was thier purpose in ME2 and they mostly felt like that. The only possible exception might be the Locust, but to be honest, it felt more like a poor man's assualt rifle then anything else. Wich is not a bad thing, since it is an SMG and NOT an assault rifle.
And I don't think pistols and SMG's should be on par with assault rifles and snipers. You know, you do have Incinarate, Warp and Overload to deal with protections if you play a caster class. That compensates the lack of fire power they do not posses. Making all weapon types more or less equally powerfull would somewhat break the balance between powers and weapons.

Modifié par Relix28, 19 avril 2011 - 06:47 .


#205
Ahglock

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Relix28 wrote...

SMG's always semed like support weapons or an alternative quick-draw weapons that you carry on your hip. I think that was thier purpose in ME2 and they mostly felt like that. The only possible exception might be the Locust, but to be honest, it felt more like a poor man's assualt rifle then anything else. Wich is not a bad thing, since it is an SMG and NOT an assault rifle.
And I don't think pistols and SMG's should be on par with assault rifles and snipers. You know, you do have Incinarate, Warp and Overload to deal with protections if you play a caster class. That compensates the lack of fire power they do not posses. Making all weapon types more or less equally powerfull would somewhat break the balance between powers and weapons.


Maybe I play casters too much, but my SMG's really eff things up and have a crap ton of ammo.  I think weapons should be on par otherwise why have choice.  And besides what makes the sodlier better isn't the assault rifle he has because after the collecotr ship I can have one as well it is the Adrenaline Rush and passives that make him just better with those guns than the caster classes.  

#206
Relix28

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Ahglock wrote...

Relix28 wrote...

SMG's always semed like support weapons or an alternative quick-draw weapons that you carry on your hip. I think that was thier purpose in ME2 and they mostly felt like that. The only possible exception might be the Locust, but to be honest, it felt more like a poor man's assualt rifle then anything else. Wich is not a bad thing, since it is an SMG and NOT an assault rifle.
And I don't think pistols and SMG's should be on par with assault rifles and snipers. You know, you do have Incinarate, Warp and Overload to deal with protections if you play a caster class. That compensates the lack of fire power they do not posses. Making all weapon types more or less equally powerfull would somewhat break the balance between powers and weapons.


Maybe I play casters too much, but my SMG's really eff things up and have a crap ton of ammo.  I think weapons should be on par otherwise why have choice.  And besides what makes the sodlier better isn't the assault rifle he has because after the collecotr ship I can have one as well it is the Adrenaline Rush and passives that make him just better with those guns than the caster classes.  


SMG's are not crappy or inefficient weapons. I never said that. But they do lack the versatility, punch and stability of their bigger cousins AR's. Or at least that's what I imagine devs had in mind when they were creating SMG's.
And yes, offcourse that Soldiers passive and ARush will compliment his gun centric playstyle. But that's not the point. I think you are forgeting that weapons were always an important factor when it camed to balancing in MassEffect games, just as much as powers. It's like saying, let's give Soldier powers that are on par with Engineers. Cause it makes sense, right?
And it wouldn't really limit your choices in what weapons you can use, but more like limit the number of different weapon types you can carry with you.

#207
Sparrow44

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Beginning of ME2 the SMG (Shruiken) kinda sucked for the classes that had to use it as it has terrible recoil and pretty much suffered at longer ranges, this was before Kasumi came out and we got the Locust.

As for ME3 yes I still want to see SMG's appear and have a purpose as they can pretty deadly at close range and are very capable when against shields and barriers from the second game, so really BioWare should focus on the strengths of each weapons and of course the mods may improve things like recoil and magazine/clip capacity.

#208
Aumata

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I say drop the SMG, and put them in the pistol class. Shuriken was a machine pistol, Tempest the only SMG, and the Locust was a carbine assault rifle.

#209
Bozorgmehr

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Kronner wrote...

Anyway, why is it spamming? Seriously. You "spam" powers with any class. "Spamming" 1, 2 or 3 powers is the same. Why should I spam 3 powers, when I don't like 2 of them? Riddle me that. Do you honestly believe it makes the game any more complex? Really?


And we're all spamming bullets. Of course there is a difference, I don't want one weapon for an entire playthrough (though the Claymore is pretty nice). Having different weapons for different types of enemies / defenses / circumstances or having multiple powers instead of one that has multiple effects does add to the game's 'complexity'.

Example: I can take Reave as a bonus power, and get through the game using just that single power. Easily.
So let's add it to Vanguard. I have Charge and Reave. I hate Reave. I don't use Reave. Why should I be forced to "spam" 2 powers instead of 1? Not cool.
I'd rather have Vanguard with Charge, Slam, Dominate, Throw, Inferno Ammo, Cryo Ammo and Pull (yeah, it would require more skill points). It would give me more options. I COULD still use Charge all the time, BUT at the same time, I could decide to take it a bit slower and just watch your old buddy Joe fry some Collector Ass or I could Slam the frack out of Husks..something like that. For me, fun is the most important thing. I do NOT want to be FORCED to play in a certain way.

I had already said I completly disagree with your view on this (in a different thread). I'd rather have more powers to choose from - THAT would make me use more than 1 or 2 powers. I'd like more options for BUILDING my Shepard; smarter, more varied enemies; and improved AI (squad and enemy). I do NOT want to be forced to use "multiple powers that do the same thing". I hate that idea. I really do.


I don't want to be forced into anything either, that's the issue I have with stuff like TA. It has multiple features that cannot be activated when I need them to. I don't like TA forces me to wait for enemies to take down my shield to have it explode - I prefer that option to be up to the player.

The more options the better, but there have to be some restrictions to the powers each class can use. If not, than I have to agree with The Spamming Troll-  disband the class system. I think it could be fun to Charge into your own Singularity, have your TA explode knocking down everyone nearby a couple seconds later and activate Cloak to get the hell out of there :)

And just for the record, Charge in ME2 is not OP. If you really think it is, then you surely think all other signature powers (maybe not Singularity - borderline OP maybe?, and Assault Armor made the Hall of Overpowered lol?) are too. In that case, OP means nothing.


I consider powers that are always the very best (or at least among em) option against all enemies regardless terrain and circumstance OP. Any decent rpg I ever played had skills that were highly effective in situation A and a lot less effective in B. There are too many 'can't go wrong' skills though it's not only the powers themselves.

I don't like Singularity being effective against all enemies, drones should be ignored by some, there should be areas that are perfect for long range sniping and others a CQC paradise. Area's that favor biotics whilst others are a hackers dream etc. I'd like having to struggle through certain sections with class A whilst others are easy (but hard for class B). I miss these kind of things in ME2 combat and level design.

It's obviously the cooldown. Base cooldown is 12 seconds (good), but after all the upgrades (-50% CD), it actually is less than 6 (yes, really. How is that possible? No idea..), so it ends up with Charge-like cooldown, but at the same time it provides much better defense AND CC. So why not simply make it so that the -20% tech cooldowns upgrade does not affect Tech Armor (just like biotic CD upgrade does not affect Charge). Then the cooldown would be 0,8*12=9,6s, which is a significant difference. It would not be possible to "spam" Tech Armor against everything, but you could still be a tank, if you wanted to.


That would certainly help, but the > 9 seconds cooldown isn't my kind of thing. I like using powers a bit more frequently.

Squad CD reset was not supposed to be present in the final game, devs simply overlooked/forgot about it. And it has not been noticed by the players until recently.


I didn't know it either but I do like the effect, but I don't like having it tied to another ability. It's a feature with interesting new options how to best use (certain) squadmates. I hope it returns in ME3.

So why should I use some sucky version of Tech Armor, with ONLY explosion or ONLY shield boost?
Why should I use Cryo Blast or Throw when I do not want to? Maybe I want to be a tank. Why not? Assault Armor (NOT Tech Armor) is too powerful - caused by flunky cooldown (which is shorter than it should have been) and squad cooldown reset, which is not supposed to be in the game at all. But if it was tweaked a bit, it would work very well. It's that simple.


What 'sucky' version? It's the same TA but with the option to blow it when you desire.

Who's telling you to use Cryo Blast or Throw? That's pointless, you wouldn't have listened anyways :D

A good game doesn't force anything, but it should encourage and reward variate gameplay.

#210
Alamar2078

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I think the problem Kronner is getting at is something that Boz mentioned ... in ME2 there are too many skills that are ALWAYS very good and not nearly enough reason to invest in skills that don't complement the UBER skill.

IMHO to fix this you need clever level design, skill design, AI, interactive environment, etc. to make this work.

Note: I agree with Boz in general [maybe not specifics] in that I think that it would be nice if the skills were just "tools" that were useful at something. Sometimes you need a hammer, other times a screwdriver, other times a wrench. There shouldn't be one tool that's "always great" and there should be tradeoffs to make ...

#211
Kabanya101

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First thing they need to fix, doesn't directly go with the talent trees, but they must get rid of universal power cool down, what's the point in giving a class multiple powers, if you can't use more than one at a time.
Second, get rid of ammo powers. The developers didn't feel like writing code for more powers, so they took a shortcut and made ammo powers. Very, very disrespectful to the game and its players by going the easy way out.
Third, not only make powers, but give them passive bonuses like a real RPG. For example, Immunity in ME1 gave both a power that kept increasing in strength and it increased health.
Four, at the top tier, powers should still work no matter the protection an enemy has. Why play an adept on insanity? There's no point, because powers don't do anything, even though lift should pick people up, like in ME1. Lift picked everyone up, including a geth destroyer! That's power, but in ME2 a simple person with a weak shield can shrug a level four lift, to quote John Madden, "makes no sense to me."

#212
Kronner

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Bozorgmehr wrote...

And we're all spamming bullets. Of course there is a difference, I don't want one weapon for an entire playthrough (though the Claymore is pretty nice). Having different weapons for different types of enemies / defenses / circumstances or having multiple powers instead of one that has multiple effects does add to the game's 'complexity'.


Wait a moment..what about weapons? I asked about powers. We all "spam" powers. Be it one, two or three. No difference. Complexity...as in there is a blue, yellow or purple bar..what shall I use? Makes no difference to me to be honest. It is not compex. It is a simple action game, but it is still fun.

I don't want to be forced into anything either, that's the issue I have with stuff like TA. It has multiple features that cannot be activated when I need them to. I don't like TA forces me to wait for enemies to take down my shield to have it explode - I prefer that option to be up to the player.


TA is fine, AA is kinda broken. Of course it has multiple features..I mean Singularity strips defense and CCs enemy. Separating these superpower features into multiple powers is kinda pointless, because then there is no superpower anymore. Why should all classes be that way?

The more options the better, but there have to be some restrictions to the powers each class can use. If not, than I have to agree with The Spamming Troll-  disband the class system. I think it could be fun to Charge into your own Singularity, have your TA explode knocking down everyone nearby a couple seconds later and activate Cloak to get the hell out of there :)


Agreed. I am surprised you brought this up. Personally, I think using tech powers on a biotic and combat class or biotic on a tech or combat class is stupid (e.g. Energy Drain Adept or Reave Infiltrator..makes no sense).
What I want is a pool of powers to choose from, following the biotic - biotic, tech - tech, combat - combat rules.

I consider powers that are always the very best (or at least among em) option against all enemies regardless terrain and circumstance OP. Any decent rpg I ever played had skills that were highly effective in situation A and a lot less effective in B. There are too many 'can't go wrong' skills though it's not only the powers themselves.


ME2 is shooter (gameplay). It is not an RPG where you click on an icon and stuff happens..and all you did was the little click. Charge puts you somewhere, you do the job. Charge alone does not win you anything.

So like I said before, in that case all superpowers are OP, that means OP is just a meaningless term.
If you want to destroy superpowers, and replace them with X number of powers - I strongly disagree with that.

I don't like Singularity being effective against all enemies, drones should be ignored by some, there should be areas that are perfect for long range sniping and others a CQC paradise. Area's that favor biotics whilst others are a hackers dream etc. I'd like having to struggle through certain sections with class A whilst others are easy (but hard for class B). I miss these kind of things in ME2 combat and level design.


Singularity SHOULD affect all enemies (except for the really big ones), it is the most powerful (or should be) biotic power ever after all.

That would certainly help, but the > 9 seconds cooldown isn't my kind of thing. I like using powers a bit more frequently.


Precisely. So you would play a different Sentinel..but others could still tank if they wanted to. AA would be fixed. Yay!

What 'sucky' version? It's the same TA but with the option to blow it when you desire.
Who's telling you to use Cryo Blast or Throw? That's pointless, you wouldn't have listened anyways :D

A good game doesn't force anything, but it should encourage and reward variate gameplay.


Why? I think mastering and using one move is just as worthy of a reward. I limit my Shepards on purpose.

I always prefer Warrior/Combat class to Caster types. I do not want to use 101 different powers, depending on the situation.
I want to use weapons (melee or close range) to kill enemies, so if I have one power that puts me in a perfect position to shoot them in the face with a super shotgun, I am a happy guy (like, really happy)..I do not need or want aynthing else, besides occasional biotic bomb combo, because it looks cool. Why should not I be rewarded for that style?

I would welcome a greater challenge - but I want to get there using a different way*, gimping/splitting powers is not the way for me.

*more sophisticated levels and enemies, basically.

Modifié par Kronner, 19 avril 2011 - 09:52 .


#213
Alamar2078

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As far as adepts go I wouldn't want powers to work at full strength vs. people with protections. I think Barriers & Shields should "strongly mitigate" things like Throw, Pull, etc. Now on the other hand IMHO Armor shouldn't provide as much protection against these powers.

YMMV

#214
Sidesalad

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 I have posted this up somewhere before but not in this thread. I have also not seen all 9 pages of the thread so if it's been mentioned I apologise.
Soldier is WAY overpowered thanks to AR. We all know this. The simultaneous buff to damage and health combined with the time dilation is just a little too much. 

Now, a Soldier is all about the arsenal. With this in mind, I feel that the class ability should be solely concerned with increasing the damage that he/she can dish out using good old bullets. My suggestion is this;

Overcharge - Boost weapon damage for the next clip.

This ensures that the Soldier is still the boss of weapon damage. I also feel like this fits in nicely with the class; the Soldier has an undeniable affinity for guns so why not make their class power relate to firepower closely?

#215
Sparrow44

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Adrenaline Rush has been discussed many times before about it being very powerful for a Soldier, and it was discussed further with the release of the Mattock which is powerful enough on it's own but totally breaks the game when used with AR so yeah it could do with a bit of a nerf I suppose.

I think the time dilation of should remain, but the damage boost ability may have to entirely as I think some players are more inclined to deal more damage than slow things down for 3 seconds so might not eliminate the problem with AR at all.

Buff Concussive Shot and perhaps give them grenades and explosives as powers and the option to lay down mines to stop enemies like Husks from flanking and rushing the player?

Modifié par Sparroww, 19 avril 2011 - 11:07 .


#216
Relix28

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Well, IMO Soldier could really use some weapon specific powers like Carnage or Assassination from ME1. It doesn't have to be exactly the same, but basically something that activates a "special" mode on a certain weapon type would be awesome. Iniltrators and Vanguards could have a sniper/shotgun specific power by default and every onther class could learn one of these as a bonus power.
Well, basically I'm talking about weapons training from ME1, but I really liked the idea of weapon specific powers.
And in case they ditch ammo types as powers (wich I hope they do), Soldier will need something more than just Concussive Shot and ARush.

Modifié par Relix28, 19 avril 2011 - 11:17 .


#217
rt604

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Relix28 wrote...

Well, IMO Soldier could really use some weapon specific powers like Carnage or Assassination from ME1. It doesn't have to be exactly the same, but basically something that activates a "special" mode on a certain weapon type would be awesome. Iniltrators and Vanguards could have a sniper/shotgun specific power by default and every onther class could learn one of these as a bonus power.
Well, basically I'm talking about weapons training from ME1, but I really liked the idea of weapon specific powers.
And in case they ditch ammo types as powers (wich I hope they do), Soldier will need something more than just Concussive Shot and ARush.


I agree entirely; I miss using Overkill, Assassination and Carnage, abilities that I used numerous times as a soldier.  I also miss using Master Immunity.  Plus the fact that using one ability didn't create cooldown for all abilities, but I guess it was to balance out the game.  But these abilities made the soldier a damaging soaking tank, combined with Kassa Fabrication's Colossus X H, my soldier was unstoppable and could dish it out too.  I hope they bring back weapon specific abilities for soldiers.

#218
Waltzingbear

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I can't figure all of this ME nostalgia; that game had some serious flaws. You should start ME again and see how laughable it can be.
Getting a point blank kill with a shotgun in slow mo is much more satisfying and dramatic than how using Carnage was.

Weapons in ME2 have a very good feel to them; they aren't just some senseless paper items with numbers attached. Getting back to the weapons powers in ME would destroy that sense and make it silly.

#219
rt604

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Waltzingbear wrote...

I can't figure all of this ME nostalgia; that game had some serious flaws. You should start ME again and see how laughable it can be.
Getting a point blank kill with a shotgun in slow mo is much more satisfying and dramatic than how using Carnage was.

Weapons in ME2 have a very good feel to them; they aren't just some senseless paper items with numbers attached. Getting back to the weapons powers in ME would destroy that sense and make it silly.


Because soldiers got nerfed in ME 2, you can't soak as much damage to get close on insanity.  They made ammo powers soldier powers when you had the weapons mods in ME1?   And you can't get a point blank shot guns kills on insanity when there's more than 1 enemy shooting at you, unless you are maxed out Vanguard then you can charge.  Carnage was actually very useful, especially with enemies bunched together like Rachni, Droids, or Husks on Insanity.

Modifié par rt604, 20 avril 2011 - 02:40 .


#220
Relix28

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Waltzingbear wrote...

I can't figure all of this ME nostalgia; that game had some serious flaws. You should start ME again and see how laughable it can be.
Getting a point blank kill with a shotgun in slow mo is much more satisfying and dramatic than how using Carnage was.

Weapons in ME2 have a very good feel to them; they aren't just some senseless paper items with numbers attached. Getting back to the weapons powers in ME would destroy that sense and make it silly.


Well, no one said that ME1 machanics were perfect. And there is no need to worry about the return of ME1 weapons. I don't think any of us here is expecting or wanting that.
I just said that I really liked the CONCEPT of weapons specific powers, wich are a perfect fit for a Soldier IMO. I mean ARush is fine (although it could use a nerf or two), but that's basically all the Soldier has (ammo powers are not really powers, nor they should to be imo). Wouldn't it be nice if you could mix up your game a little, like activating Carnage and blast away 5 husks at once, or activate a special mode on you AR that would fire a small homing grenade that would detonte on impact, or you could just lay a couple of them on the ground, setting proximity traps to defend a perimiter or pin down a group of enemies with it? It's something I just came up with, but you get the idea. 
I would really like to see, if they scraped ammo powers and concussive shot from the skill tree, leave ARush and fill in the blanks with weapon specific powers. That way ARush would still be powerfull and usefull for every weapon in "standard mode" (much like in ME2, but maybe a bit less damaging) and the new weapon powers would give you way more creative options to mix up your game.
It's just an idea on how to make a Soldier less dependant on using just one, although fairly versatile power like ARush.

Modifié par Relix28, 20 avril 2011 - 01:42 .


#221
Stardusk78

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rt604 wrote...

Waltzingbear wrote...

I can't figure all of this ME nostalgia; that game had some serious flaws. You should start ME again and see how laughable it can be.
Getting a point blank kill with a shotgun in slow mo is much more satisfying and dramatic than how using Carnage was.

Weapons in ME2 have a very good feel to them; they aren't just some senseless paper items with numbers attached. Getting back to the weapons powers in ME would destroy that sense and make it silly.


Because soldiers got nerfed in ME 2, you can't soak as much damage to get close on insanity.  They made ammo powers soldier powers when you had the weapons mods in ME1?   And you can't get a point blank shot guns kills on insanity when there's more than 1 enemy shooting at you, unless you are maxed out Vanguard then you can charge.  Carnage was actually very useful, especially with enemies bunched together like Rachni, Droids, or Husks on Insanity.


Completely disagree with this; with 70% time dilatation, 60% storm speed bonus and the Claymore, you can very easily do this...

#222
Locutus_of_BORG

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It's one thing to bemoan the RPG & sandbox elements that were lost from ME1...

It's a totally different thing altogether to claim that ME1 was the superior shooter... At least the RPG guys' claims are rooted in fact.

Modifié par Locutus_of_BORG, 20 avril 2011 - 03:20 .


#223
Sparrow44

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It would seem we have a new class to talk about,

*possible spoilers*  social.bioware.com/forum/1/topic/103/index/7146063

#224
Locutus_of_BORG

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"Heavy Melee" may just be a subclass, like how Assault Sentinel is really a 'subclass' of the Sentinel.
Obviously, whatever it may / may not end up being, this class/subclass will take full advantage of ME3's new melee / cqc features.

Modifié par Locutus_of_BORG, 20 avril 2011 - 04:03 .


#225
Kronner

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I would be really surprised if "Heavy Melee" was a new class.

I think that the Spainsh guy(s) that wrote the article don't understand English very well..so this is only a misunderstanding.